Survives M-Garde's Hyper voice, Fini's unboosted Moonblast. Can OHKO Bulu/Lele with Heavy slam and Koko w/Fake out damage prior. Fini is a 3hko due to lack of guts, but can be swag boosted by aromatisse in misty.

Update posted on /r/Stunfisk a bit ago after working on the team for a weekend.

So I put this team together back in 2014 for VGC and spot Doubles where it performed great, VGC 2015 it did well with a few tweaks, and has just hung around the last two years in spot and doubles OU. With VGC 18 around the corner and the team being almost completely legal as is. (Foul Play on Amoonguss is the only wait-and-see) I want to ride the spot ladder this coming year and see how far I can go with it.

Most often leading the team and setting TR up is Aromatisse. I choose Aromatisse for my TR setter for it's respectable bulk, Fairy typing and Aroma Veil's protection for both itself and it's team mates. Trick room is vital against most offensive teams. with Aroma veil and Lum protecting status and Fake out/Rage Powder supporting it can set up flawlessly barring a surprise Z-move KO. Once TR is in play it can chip with Moonblast or disrupt with Swagger.

EVs are solely optimized for defense to survive most super effective hits and the hardest neutral hitters.

Usually leading alongside Aromatisse on any non-TR or Lele team is Hariyama. One of if not the most powerful slow Fake Out users in the game. Fake out gives Aromatisse support to set without a double target and lures opposing Fake out users to aim at Hariyama. Once up and Guts activates it can run through most neutral targets with Close Combat, Heavy Slam for Tapus, Fairies and rare Minimize users. Rock Slide covers Flying threats such as Charizard-Y, Thundrus and Drifblim while providing a spread move and flinch.

EVs are a bit all over the place.252 attack for maximum attack power28 HP rounds down burn damage4 speed keeps him above 0spd Scrafty sets220 to make him as bulky as possible against special attacks. 4 Defense was leftover filler

Amoonguss has been a doubles staple since it's introduction for it's typing, bulk and spore/rage powder. He is the more defensive lead for matchups involving Lele or opposing TR teams. While focus sash seems bad for a bulky build it's the only way to survive a Z-Psychic from Lele and either live to enjoy TR or lure an additional attack. Spore is it's awesome 100% sleep and appreciates Aroma Veil's immunity to taunt/encore, Sludge Bomb is a STAB and hits the other Tapus and grass types hard. Foul Play is an interesting coverage move and feeds well off of Swagger boosts from Aromatisse or from opposing Belly Drums.

EVs are for bulk despite focus sash, as speed is best low and gains no 2-OHKOs by investing into S.atk.244 rounds up Regen recovery by a point (and Sitrus recovery as was used prior on the set)212 Defense allows Amoonguss to survive Jolly M-Metagross's Zen Headbutt44 S. Defense hits no particular goal on this set, It made HP ice from Thundrus a 4hko with Sitrus.4 speed keeps him above most 0speed TR threats and even the rare 31IV base 30 to avoid a speed tie, letting me reliably spore first if I can keep the opponent from using their own trick room.4 S.atk is leftover filler

Doublade is an interesting tank and pivot for my team. Admittedly Doublade is largely here out of personal preference, but it still has the typing, stats and movepool to be a effective team member. It can come in easily on everything the three pokemon above fear except fire and provide cover for spread moves and pick off weakened opponents with Shadow Sneak. Iron Head is a solid STAB and can flinch under TR. Swords dance is a risk but can clean up late game with.

Rotom is the much more fire resistant pivot that can switch in and support the team. It's Electric/Fire typing grants some of the best non-steel resistances. Sometimes used as a lead against weather teams as it can usually block Torkoal or Pelipper. Z-Overheat is the hidden nuke that can punch holes in teams.

EVs are a bit of a mixed bag here228 speed to beat Politoed so I can smack it and run with Volt Switch.140 S.atk to OHKO Landorus-T with Z-Overheat132 HP and 4 S.def keep it alive against Lele's Psychic4 Def was leftover filler

Gyarados is one of the best pokemon in doubles and one of the best Mega evolutions due to it's well placed abilities and type change that flips most of it's weakness and resists making it difficult to remove quickly. It can be played early along Aromatisse or Hariyama to bring Intimidate support and quick offensive pressure against teams weak to it. Likewise it can also function as a the late game cleaner when TR is on it's last turns or gone. Dragon dance can punish opponents stalling out the last TR turn or set a win condition while Amoonguss/Doublade can protect it. Waterfall, Ice Fang, and EQ are the General STAB and coverage moves. While Mold Breaker allows him to bypass Storm Drain, Mulitscale, and Levitate to further increase coverage, as well as Entrainment + Sturdy/Wonder Guard gimmicks.

Overall I'm quite happy with this team and hope to use it in the coming year for VGC 18. I do have some misgiving on a few EVs spreads and moves on the team that I would like input or opinions on:

Aromatisse:Swagger is pure luck hax, although Amoonguss can abuse the boosts and it helps counterplay Tapu Fini. Would like something more reliable here.Hariyama:Not sure how to level it's EVs on S.def? I could push some into def to survive something, or add a bit of speed to outpace something outside of Trick room?Amoonguss:Foul Play is still up in the air until USUM release. Not sure if I should keep Regenerator or if I should try Effect Spore for a hax sleep/para chance?Rotom-H:Light Screen is useful but I feel something could work better here? It's EV spread works but I feel it's a bit overthought and probably hinders it.Doublade:Think that it's the best it can do given it's a pretty gimmick choice. Maybe refocus the EVs into attack?Gyarados:Ice Fang is a filler move, would like something better to hit Tapu Fini with, but Stone Edge's accuracy is terrible...

While Aromatisse lacks the bulk of Cresselia it has enough bulk to survive some of the strongest SE hits thrown at it and recover with the pinch berry. Also it's Aroma Veil make my team immune to any counterplay involving Taunt/Encore useless. Ally Switch helps play mind games with the opponent and along with Aegislash's King's Shield can trick threats like M-Metagross and M-Khan to hitting the shield. Moonblast is reliable STAB. Disable can stop an opponent for a turn played well or can open up a chance for an ally to act safely knowing a certain move is unusable.

Hariyama is the main lead alongside Aromatisse to set up Trick Room, Fake Out prevents a double target or a Sleep user hindering Aromatisse and gives time to activate Burn/Guts. Turn two it can barrel it's way through teams with Close Combat. Salamence and Landorus are handled with Ice Punch even after Intimidate, and Rock Slide takes out Charizard and Volcarona. If Hariyama is in a tight spot I can bring in Aegislash,Amonguss to sponge hits and use Hariyama later to threaten Fake out..

Amoonguss is best leading against teams that will try and set up Trick room or boost up with Evoboost/Belly Drum. Spore takes out most TR setter variants out barring a Tapu Koko or Fini on the field, in which he can Rage Powder their attacks to hold them off. Clear Smog robs Fini of CM boosts and any evoboost attempt while Aromatisse can disable the Follow me user. Foul Play is for Aegislash, Metagross and deals a fair amount to most Landorus and Kartana sets. Focus sash is a bit redundant for a bulky set but serves as a good emergency tool to survive a boosted or SE hit that would otherwise OHKO it and Spore/Smog the attacker and switch to regen or lure one more time with Rage Powder.

EVs are largely invested in bulk, enough on the physical side to make Landorus-T's EQ a 3hko and the rest to sponge special attacks. 4 speed puts him above any base 30 mon to spore first.

Aegislash is my answer to Lele+Gross teams and can function as a great pivot and guard for the team. King's Shield pairs wonderfully with Ally Switch to catch any Z-moves or Physical attacks aimed at Aromatisse turn one. Wide Guard gives protection from spread moves. Shadow Ball hits everything barring Dark/Normal and Sacred Sword handles the latter better than Flash Cannon including Chansey, Curselax and evoboost, should Weakness Policy activate it will OHKO most threats. The 31 speed IVs are a bit unusual from the standard, as it gives better function in Trick room against TR teams and can win against standard Aegislash sets if I can KS their Z-Shadow Ball, activate WP, then OHKO in their Shield Forme.

Rotom-H's role is to help counterplay rain teams and be a surprise nuke. Sunny Day can throw rain teams off completely and even make Rotom shrug off water attacks. Tbolt OHKOs Pelliper and nearly Politoed and 2HKO Tapu Fini. Z-Overheat can OHKO standard Landorus and most neutral targets. Z-sunny Day has a niche on a called protect or last turn of TR to boost its speed and follow up with a sun-boosted Overheat that's just as powerful.

EVs in speed allow it to outpace Politoed and Pelipper barring scarf and base 130's should I Z-Sunny Day. S.atk set to OHKO Landorus-T with Z-Overheat, rest into bulk to live a bit better.

Gyarados is the team's Intimidate user and forms a great FWG core with Rotom and Amoonguss. Dragon Dance helps keep momentum once TR fades to keep momentum going. Aqua Tail is largely inferior to Waterfall, but it turns a 50% OHKO on Char-Y to a 90% at +1 and 90% takes most variants of Landorus-T and Tapu Koko. Crunch helps break down Cresselia and Mimikyu.

So I built this team a few months back and was quite shocked how efficient it was, posted it here and a few other places without much feedback, but continued to use and nitpick a few changes when I've picked it up and played on rating battles/showdown. (which hasn't been much as I'd like lately...)Plus I like writing these so enjoy :p

The team focuses on Linoone's raw power to tear teams to shreds. Forcing an opponent to either prioritize removing Linoone while it's supporting allies can block or set up themselves to keep a sweep going.

Linoone is the star threat of the team, being able to OHKO all but the bulkiest sets after a Belly Drum. ExSpeed ignores any Trick Room, Tailwind and even some Follow Me and Ally Switch users to nail fatal hits with priority. Stomping Tantrum can help remove some Steel/Rock/Ghost types that can weather Exspeed hits. Mago berry to confuse -speed Bug Bite Araquanid. EVs are for maximum power and even HP, last 12 spread to add a little bulk.

Hitmontop is the main lead for the team as long as Lele is nowhere to be found. Offering Fake Out and Wide Guard support as well as Intimidate to help an ally set up. Life Orb gives him the ability to hit surprisingly hard for a support mon, and hinting it's Life Orb as early as it uses Fake out helps keep it from being a seen as a deadweight to be ignored, directing some pressure away from allies. Also with it he can pick up OHKOs on Snorlax and Charizard with appropriate moves. EVs in attack to give more offensive pressure. HP rounds down LO recoil. 12 Spe to outpace other Hitmontops and most Incineroar.

This Aegislash is an offensive set that can put pressure on teams and will destroy if Weakness Policy activates. When boosted it can take advantage of the same support members as Linoone to safely attack and handles threats that Linoone cannot such as Metagross and Tapu Lele. Shadow Ball is its main weapon, 2hkoing or OHKOing most threats at +2. Shadow Sneak can pick off anything that happens to survive and can pair well with unboosted ExSpeed hits to remove frail or weakened threats. Sacred Sword hits all the threats that Flash Cannon would, with the bonus of taking Chansey, Incineroar and Tyranitar better in exchange for Intimidates wearing it down.Evs in Bulk to Survive Char-Y's Heat wave, rest into S.atk to hit as hard as possible.

This Tapu Koko breaks from the more common glass cannon sets to focus on supporting the team. Light Screen helps bulk out the team easing set up. Sky Drop can remove a threat for a turn, letting Linoone/Aegislash begin/break protect cycles or a double target. Thunderbolt still has fair power without investment and scares off Milotic/Fini. Protect lets it retain pressure when the focus becomes taking him out. Electric Surge is the icing on the cake for using this Pokemon, as it can wipe Psychic Terrain off the field.Evs for Bulk and Speed, 196 Outspeeds base 122 sets. 252HP and 36 S.def makes opposing LO Koko's T-bolt a 3hko without a screen.

With Scarf Lando's usage at about 50% I'm debating to change the item to Air Balloon to pressure out leading landos to gain some early momentum.

Gyarados is another offensive threat to help the team push to win. It has a fair bit of bulk, Intimidate to pair and cycle with Hitmontop, and can clean up teams with only one boost. The lure and trick with him is that people expect this to be the team's mega slot, Instead I can obliterate most checks to Gyarados and M-Gyara with Z-Bounce and clean up the rest with Waterfall/EQ. Bounce also functions as a pseudo Protect Evs outpace base 75s and base 130s at +1. Max Attack power and the rest into a bit of bulk.

Amoonguss's role is to lure away attacks with Rage Powder and keep Boosting or TR teams down with Spore. Focus sash is a bit redundant but it helps ensure that Amoonguss can draw away two hits so allies can attack or set up. It also functions as a great pivot to replace Hitmontop/Gyarados to re-apply Intimidates while Amoonguss can recover with Regenerator. Sludge Bomb is basic STAB than can ruin Whimsicott leads and Foul Play helps deal with Aegislash and Metagross, which give Linoone a hard time.EVs are largely invested in bulk, enough on the physical side to make Landorus-T's EQ a 3hko and the rest to sponge special attacks. 4 speed puts him above any base 30 mon to spore first.

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